Marro Warrior: Level 69
HP: 240,000 (480,000 1UP+Draught of Life) (960,000) (1,440,000 heart and Soul)
Attack: 3000
4GM Marksman: 800
4GM Energy: 800
4GM Poison: 800
4GM Explosion: 800
4GM Water: 800
Plasma Blaster: 400 (3400) (4200) (5000) (5800) (6600) (59,400) (115,500) (171,600) (343,200) (514,800)
Plasma Blaster: 400 (3400) (4200) (5000) (5800) (6600) (7400) (62,900) (125,800) (188,700) (233,100) (466,200) (699,300) (1,048,950)
Plasma Blaster: 400 (3400) (4200) (5000) (5800) (6600) (59,400) (115,500) (171,600) (343,200) (514,800)
Plasma Blaster: 400 (3400) (4200) (5000) (5800) (6600) (7400) (62,900) (125,800) (188,700) (233,100) (466,200) (699,300) (1,048,950)
Defense: 3000
4GM Armor: 800
Marro Armor: 300 (3300) (4100) (5,330)
Hydrascale Pendant: 100 (900) (8100) (16,200) (32,400) (36,500)
4GM Armor: 800
Marro Armor: 300 (3300) (4100) (5,330)
Hydrascale Pendant: 100 (900) (8100) (16,200) (32,400) (36,500)
Poisonscale Pendant: 20 (820) (7,380) (14,760) (29,520) (66,020)
Orcane Ripple Pendant: 100 (900) (7,650) (15,300) (81,320)
Godzillascale Pendant: 100 (900) (7,650) (15,300) (96,620)
Waterscale Pendant: 20 (820) (6,970) (13,940) (110,560)
Energyscale Pendant: 20 (820) (6,970) (13,940) (124,500) (161,850)
4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.
Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dopped at death.
Marro Plasma Blaster++: A long-range, well-rounded weapon. Gives energy/explosion/poison-type damage. Base might 400. 1-3 range. Can be augmented with "Hydro Boost".
Marro Armor: Excellent to swim in. Doubles the defense of this character when in water. Grants immunity to fire type attacks in water. Grants resistance to air and whip type damage. Very resistant to wear. Base 300 defense.
Monstrous Forged Eye: This eye has been implanted into this character. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
Poisoning Weapon Ring: This ring will cause the ability Poison Weapon to be activatable on all strikes. This includes counters or other activatable abilities. This ring is easily lost or stolen.
Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.
Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.
Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.
Devilish Destruction Charm
Marro Hive Crest: This brand will buff the damage of psychic and poison-type damage by 50% (stacking alongside regular item boosts).
4-Poms of Power (Poison)
14- Energy Gems+Energy Plate
14- Water Gems+Water Plate
14- Volatile Crystals+Explosion Plate
28-Poison Blooms+Poison Plate
Abilities:
Hydro Boost: This character may take a turn to augment their blaster with water-type damage. This will add water-type damage to the weapon and boost its total might by 50%. This augment lasts for 3 turns. If this character is in water, then this buff will be a 100% damage boost, and the cooldown for the augment will be refreshed. Costs: 6 pg
Water Absorb: If in a water tile, this character will heal 20% of its HP at the start of each turn. If this unit is hit by a water-type attack, it will also heal 20% of its HP. This character is immune to water-type damage. Costs: 4 pg
Water Clone (II): If a Marro Warrior has fallen in battle, then a surviving Warrior may take their turn in an attempt to clone themselves. This clone will be considered Unprofitable. If the Marro Warrior is on land, this ability has a 30% of success. If the Marro Warrior is in water, this ability has a 55% of success. At second tier, using this ability no longer takes the turn of the surviving Marro Warrior, and the new Warrior may immediately take their turn. Costs: 8 pg
Water Absorb: If in a water tile, this character will heal 20% of its HP at the start of each turn. If this unit is hit by a water-type attack, it will also heal 20% of its HP. This character is immune to water-type damage. Costs: 4 pg
Water Clone (II): If a Marro Warrior has fallen in battle, then a surviving Warrior may take their turn in an attempt to clone themselves. This clone will be considered Unprofitable. If the Marro Warrior is on land, this ability has a 30% of success. If the Marro Warrior is in water, this ability has a 55% of success. At second tier, using this ability no longer takes the turn of the surviving Marro Warrior, and the new Warrior may immediately take their turn. Costs: 8 pg
Unending Onslaught: Enemies attacked by this character cannot vantage hit them. Costs: 4 pg
Continuous Fire: Marksman-Troop ability. If this character attacks an enemy, and then an identical character attacks the same enemy on the same phase, the total damage output of the follow-up character will be increased by 50%. This ability may stack. The maximum % boost is 300%. Costs: 4 pg
Continuous Fire: Marksman-Troop ability. If this character attacks an enemy, and then an identical character attacks the same enemy on the same phase, the total damage output of the follow-up character will be increased by 50%. This ability may stack. The maximum % boost is 300%. Costs: 4 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat-clearing moves or by putting the character to sleep. Costs 4 pg
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat-clearing moves or by putting the character to sleep. Costs 4 pg
Engagement (II): Guard or HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop or take damage equal to 3x (4x) the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 (+75) hit. If the character is ranged, flying will not prevent this attack from occurring. At second tier, if a foe starts their turn next to this character, then moving at least one space away from this character will trigger this ability as well. Foes must target at least one Engaged character with an attack or all Engaged character will activate this ability against them. Costs: 8 pg
Ranged Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg
Deep Breath: Marksman/Sniper ability. This character may add 40 to its skill if using a ranged weapon if it has gone one turn without attacking. This +40 skill will only apply to the first engagement this character has, it does not last the entire phase. Costs: 4 pg
Skilled Shot: This skill has a 70% chance to activate. It will add 2 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This ability completely ignores all evasion and dodging abilities. Costs: 4 pg
Berserk: This unit may activate this ability once a battle at the start of its turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3x damage to it. In this state, the character is immune to pain and fear. Costs: 5 pg
Necra Virus: If this unit has a normal poisoning ability or poison attack, it may choose to infect the foe with Necra virus instead. Necra virus is slow acting and weak, giving only 5 damage per turn. However, this virus never heals. It can only be cured by exceptionally powerful status-removing abilities. Sleeping will not cure Necra virus. A character infected by this virus cannot recover HP. Necra Virus may be compounded with other types of poison in any given enemy. Costs: 5 pg
Poisoning Weapon: When this character initiates (lands any attacks) with a poison weapon, those attacks will have a 40% (80%) chance to poison the enemy with each strike. This poison boasts a base damage of 100 (900) (8,100) (16,200) Costs: 4 pg
Certain Blow: When attacking, this character adds +20 to their skill. Costs 3 pg
Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg
Steady Gunner: This unit uses a single heavy gun. Rather than dual wielding, this unit will use only a single firearm. This stance will boost the total damage of the ranged weapon by 50%. Costs: 5 pg or GM in Marksman.
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
Character type: Marksman, Monster.
Weaknesses: Fire. Immune to poison. Immune to Mind Control and all other mental statuses as long as there is a unique Marro Hero on the map. Immune to overboost damage.
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